ﻻ يوجد ملخص باللغة العربية
Historically the training of teams has been implemented using a face-to-face approach. In the past decade, on-line multiuser virtual environments have offered a solution for training teams whose members are geographically dispersed. In order to develop on effective team training activity, a high sense of presence among the participant needs to be reached. Previous research studies reported being able to reach a high level of presence even when using inexpensive technology such as laptop and headset. This study evaluates the level of presence of ten subjects who have to perform a team-building activity in a multi-user virtual environment using a laptop computer and a headset. The authors are interested in determining which user characterizes, such as gender, age and knowledge of computers, have a strong correlation with the level of sense of presence. The results of this study showed that female participants were more likely to engage in the activity and perceived fewer negative effects. Participants who reported less negative effects such as feeling tired, dizzy, or experiencing eye strain during the team-building activity reached a higher level of sense of presence.
Haptic sensory feedback has been shown to complement the visual and auditory senses, improve user performance and provide a greater sense of togetherness in collaborative and interactive virtual environments. However, we are faced with numerous chall
We introduce BEHAVIOR, a benchmark for embodied AI with 100 activities in simulation, spanning a range of everyday household chores such as cleaning, maintenance, and food preparation. These activities are designed to be realistic, diverse, and compl
Virtual Reality (VR) provides immersive experiences in the virtual world, but it may reduce users awareness of physical surroundings and cause safety concerns and psychological discomfort. Hence, there is a need of an ambient information design to in
Hand gesture is a new and promising interface for locomotion in virtual environments. While several previous studies have proposed different hand gestures for virtual locomotion, little is known about their differences in terms of performance and use
We developed a novel assessment platform with untethered virtual reality, 3-dimensional sounds, and pressure sensing floor mat to help assess the walking balance and negotiation of obstacles given diverse sensory load and/or cognitive load. The platf